[ODE] hw
Steve Dekorte
steve at dekorte.com
Sun May 11 15:08:01 2003
On Sunday, May 11, 2003, at 10:00 AM, Adam Moravanszky [NovodeX] wrote:
> I wrote an article for the upcoming book ShaderX 2 about some GPU based
> linear algebra solvers, including an LCP solver (which is what you
> need to
> do constrained rigid body simulation). These run on any graphics card
> with
> decent DirectX 9 support, and I clocked them to be competitive with or
> faster than SSE2 optimized CPU code.
Hi Adam,
Thanks for the response. That sounds interesting.
> There is also a paper coming in
> Siggraph 2003 about sparse solvers, which are even more interesting.
> So
> clearly, it is not neccesary to create yet another piece of specialized
> hardware for the PC -- with GPUs you already have/will have powerful,
> general purpose floating point vector processors.
I think it depends on the cost/performance ratio(and silicon is cheap).
For example, most folks find it worth adding 10% to the cost of their
PC to have 1000x the graphics performance (the primary use of which is
games). I suspect the same will be true of dynamics performance. For
example, this paper:
http://web.informatik.uni-bonn.de/II/ag-klein/people/zach/papers/
wscg.html
describes a first generation collision detection hardware that appears
to be 10-200x faster than CPU based approaches. I suspect the
in-quantity cost will be much less that of graphics hw, which is now in
the $50/PC range for (I'm guessing) >1000x CPU performance.
Cheers,
Steve
"Statically typed languages are like American sports cars.
They go fast, but only in a straight line"